L10N/Lore_Dialogue_300_Updated/2.0/Dialogue/LoreDialogueNew-04 の変更点

Note/L10N/Lore_Dialogue_300_Updated/2.0/Dialogue/LoreDialogueNew-04?
FormID: 01005DE1	LoreDialogueNew	CliffPotionsCommercial	2	Some potions come in only one grade; they produce a single effect, and are guaranteed effective. 	
FormID: 01005DE1	LoreDialogueNew	CliffPotionsCommercial	3	Adventurers lacking magic skills must rely on potions, scrolls, or enchantments when they require the benefits of magic effects.	
FormID: 01005DEE	LoreDialogueNew	CliffImperialProvincesBlackMarsh	0	Most of the native Argonian population of Black Marsh is confined to the great inland waterways and impenetrable swamps of the southern interior.	
FormID: 01005DEE	LoreDialogueNew	CliffImperialProvincesBlackMarsh	1	There are few roads here, and most travel is by boat. The coasts and the northwestern upland forests are largely uninhabited. 	
FormID: 01005DEE	LoreDialogueNew	CliffImperialProvincesBlackMarsh	2	For ages the Dunmer have raided Black Marsh for slaves; though now King Helseth has abolished slavery.	
FormID: 01005DEE	LoreDialogueNew	CliffImperialProvincesBlackMarsh	3	Even if it is so, Dunmer and Argonians have a long-standing and bitter hatred for one another.	
FormID: 01005DEF	LoreDialogueNew	CliffImperialProvinces	0	The Empire of Tamriel encompasses the nine Imperial provinces:	
FormID: 01005DEF	LoreDialogueNew	CliffImperialProvinces	1	Skyrim, High Rock, Hammerfell, Summerset Isle, Valenwood, Elsweyr, Black Marsh, Morrowind, and the ancient Imperial province itself, Cyrodiil. 	
FormID: 01005DEF	LoreDialogueNew	CliffImperialProvinces	2	Morrowind was among the last of the provinces to be integrated into the Empire.	
FormID: 01005DEF	LoreDialogueNew	CliffImperialProvinces	3	Because it was added by treaty, and not by conquest, Morrowind retains exceptional power to define local law by reference of Great House precedents.	
FormID: 01005DF1	LoreDialogueNew	CliffImperialProvincesElsweyr	0	The Khajiit of the southern Elsweyr jungles and river basins are settled city dwellers with ancient mercantile traditions.	
FormID: 01005DF1	LoreDialogueNew	CliffImperialProvincesElsweyr	1	And also a stable agrarian aristocracy based on sugarcane and saltrice plantations. 	
FormID: 01005DF1	LoreDialogueNew	CliffImperialProvincesElsweyr	2	The nomadic tribal Khajiit of the dry northern wastes and grasslands are, by contrast, aggressive.	
FormID: 01005DF1	LoreDialogueNew	CliffImperialProvincesElsweyr	3	Their territorial leaders are periodically united under tribal warlords.	
FormID: 01005DF1	LoreDialogueNew	CliffImperialProvincesElsweyr	4	While the settled south has been quick to adopt Imperial ways, the northern nomadic tribes cling to their warlike barbarian traditions.	
FormID: 01005DF2	LoreDialogueNew	CliffImperialProvincesHammerfell	0	Hammerfell is primarily an urban and maritime province, with most of its population confined to the great port and trade cities.	
FormID: 01005DF2	LoreDialogueNew	CliffImperialProvincesHammerfell	1	The interior is sparsely populated with small poor farms and beastherds. The Redguard love of travel and adventure.	
FormID: 01005DF2	LoreDialogueNew	CliffImperialProvincesHammerfell	2	The high seas has dispersed them as sailors, mercenaries, and adventurers in ports of call throughout the Empire.	
FormID: 01005DF3	LoreDialogueNew	CliffImperialProvincesHighRock	0	High Rock encompasses the many lands and clans of Greater Betony, the Dellese Isles, the Bjoulsae River tribes, and, by tradition, the Western Reach.	
FormID: 01005DF3	LoreDialogueNew	CliffImperialProvincesHighRock	1	The rugged highland strongholds and isolated valley settlements have encouraged the fierce independence of the various local Breton clans,	
FormID: 01005DF3	LoreDialogueNew	CliffImperialProvincesHighRock	2	and this contentious tribal nature has never been completely integrated into a provincial or Imperial identity. 	
FormID: 01005DF3	LoreDialogueNew	CliffImperialProvincesHighRock	3	Nonetheless, their language, bardic traditions, and heroic legends are a unifying common legacy.	
FormID: 01005DF4	LoreDialogueNew	CliffImperialProvincesMorrowind	0	Morrowind is the northeastmost province of the Tamrielic Empire, bounded on the north and east by the ocean,	
FormID: 01005DF4	LoreDialogueNew	CliffImperialProvincesMorrowind	1	on the west by Skyrim, on the southwest by Cyrodiil, also known as the Imperial Province, and on the south by Black Marsh, also known as Argonia.	
FormID: 01005DF4	LoreDialogueNew	CliffImperialProvincesMorrowind	2	Vvardenfell District consists of the island of Vvardenfell, surrounded by the Inland Sea,	
FormID: 01005DF4	LoreDialogueNew	CliffImperialProvincesMorrowind	3	and dominated by the titanic volcano Red Mountain and its associated ash wastelands.	
FormID: 01005DF5	LoreDialogueNew	CliffImperialProvincesSkyrim	0	Skyrim, also known as the Old Kingdom or the Fatherland, was the first region of Tamriel settled by humans from the continent of Atmora:	
FormID: 01005DF5	LoreDialogueNew	CliffImperialProvincesSkyrim	1	 the hardy, brave, warlike Nords, whose descendants still occupy this rugged land. 	
FormID: 01005DF5	LoreDialogueNew	CliffImperialProvincesSkyrim	2	Though more restrained and civilized than their barbarian ancestors, 	
FormID: 01005DF5	LoreDialogueNew	CliffImperialProvincesSkyrim	3	the Nords of the pure blood still excel in the manly virtues of red war and bold exploration.	
FormID: 01005DF6	LoreDialogueNew	CliffImperialProvincesSummersetIsle	0	The Summerset Isle is a green and pleasant land of fertile farmlands, woodland parks, and ancient towers and manors. 	
FormID: 01005DF6	LoreDialogueNew	CliffImperialProvincesSummersetIsle	1	Most settlements are small and isolated, and dominated by ruling seats of the local wizard or warlord. 	
FormID: 01005DF6	LoreDialogueNew	CliffImperialProvincesSummersetIsle	2	The Isle has few good natural ports, and the natives are unwelcoming to foreigners,	
FormID: 01005DF6	LoreDialogueNew	CliffImperialProvincesSummersetIsle	3	so the ancient, chivalric high culture of the Aldmer is little affected by modern Imperial mercantilism.	
FormID: 01005DF7	LoreDialogueNew	CliffImperialProvincesValenwood	0	Valenwood is a largely uninhabited forest wilderness. The coasts of Valenwood are dominated by mangrove swamps and tropical rain forests, 	
FormID: 01005DF7	LoreDialogueNew	CliffImperialProvincesValenwood	1	while heavy rainfalls nurture the temperate inland rain forests. 	
FormID: 01005DF7	LoreDialogueNew	CliffImperialProvincesValenwood	2	The Bosmer live in timber clanhouses at sites scattered along the coast and through the interior, connected only by undeveloped foot trails. 	
FormID: 01005DF7	LoreDialogueNew	CliffImperialProvincesValenwood	3	he few Imperial roads traverse vast dense woodlands, studded with tiny, widely separated settlements, and carry little trade or traffic of any kind.	
FormID: 01005DFB	LoreDialogueNew	CliffVampires	0	Imperial culture regards blood vampires as destructive monsters to be hunted and destroyed.	
FormID: 01005DFB	LoreDialogueNew	CliffVampires	1	However, romantic notions of noble, virtuous vampires persist in Imperial traditions,	
FormID: 01005DFB	LoreDialogueNew	CliffVampires	2	and vampires are thought to pass unrecognized in the Mages Guild and the Imperial aristocracy.	
FormID: 01005DFD	LoreDialogueNew	CliffNativeCreatures	0	Cyrodiil has many native creatures, some more dangerous than others. Some of those creatures can carry deadly diseases.	
FormID: 01005DFD	LoreDialogueNew	CliffNativeCreatures	1	The main varieties are: herd animals, large predators, small predators, monsters, passive animals and water creatures. 	
FormID: 01005E00	LoreDialogueNew	CliffNativeCreaturesHeardAnimals	0	The two most common herd animals we have here are the horses and the sheeps. 	
FormID: 01005E00	LoreDialogueNew	CliffNativeCreaturesHeardAnimals	1	Although in the east the Dunmer eat the horses, here we use them as mounts. Sheeps are raised for their meat and cheese.	
FormID: 01005E05	LoreDialogueNew	CliffNativeCreaturesLargePredators	0	There are many hiding in the deep forests and mountains of Cyrodiil and are dangerous for the careless traveler.	
FormID: 01005E05	LoreDialogueNew	CliffNativeCreaturesLargePredators	1	Bears, boars, mountain lions and wolves are the main predators in the wilderness.	
FormID: 01005E06	LoreDialogueNew	CliffNativeCreaturesSmallPredators	0	Two animals can be classified as small predators. The large rats and the wild dogs.	
FormID: 01005E06	LoreDialogueNew	CliffNativeCreaturesSmallPredators	1	Large rats are found everywhere, often in close proximities to their slightly larger relatives.	
FormID: 01005E06	LoreDialogueNew	CliffNativeCreaturesSmallPredators	2	Wild dogs are more rare are mostly trained by bandits and marauders. They are usually weak since they are not the best of hunters.	
FormID: 01005E07	LoreDialogueNew	CliffNativeCreaturesWaterCreatures	0	Two creatures are commonly encountered in Cyrodiil's coastal and water environments. 	
FormID: 01005E07	LoreDialogueNew	CliffNativeCreaturesWaterCreatures	1	The mudcrabs are large but mostly unaggressive while the slaughterfishes are small but very aggressive.	
FormID: 01005E09	LoreDialogueNew	CliffNativeCreaturesWildAnimals	0	The only passive animal is the deer. It's every hunter's basic prey. They can be found amongst the forest.	
FormID: 01005E0A	LoreDialogueNew	CliffNativeCreaturesMonsters	0	The goblin, imp, minotaur, ogre, spriggan, troll, land dreugh and Will-O-The-Wisp are the eight types of monsters commonly encountered.	
FormID: 01005E0A	LoreDialogueNew	CliffNativeCreaturesMonsters	1	Commonly encountered if you venture deep inside Cyrodiil's wilderness and dead lands, that is.	
FormID: 01005E0E	LoreDialogueNew	CliffVampiresVampirism	0	I've heard some say that vampirism is a disease. But no temple has ever been able to cure it, and I've never heard of a mage's spell that do it.	
FormID: 01005E0E	LoreDialogueNew	CliffVampiresVampirism	1	But I admit, I've never encountered a vampire, and never thought about how to treat one.	
FormID: 01005E0E	LoreDialogueNew	CliffVampiresVampirism	2	I think I'd be more worried about getting away from one than curing it. And I don't know how it is in the rest of the Empire, 	
FormID: 01005E0E	LoreDialogueNew	CliffVampiresVampirism	3	but here we know vampires are terribly dangerous, and evil, and we'd destroy them on sight if we could.	
FormID: 01005E15	LoreDialogueNew	CliffFoodCyrodiilBrandy	0	Cyrodiilic brandy, an invigorating and stimulating alcoholic beverage is claimed to have none of the unpleasant side effects of other intoxicants. 	
FormID: 01005E15	LoreDialogueNew	CliffFoodCyrodiilBrandy	1	I hear it fortifies Fatigue and Endurance. I don't know, myself... I save this for paying customers.	
FormID: 01005E16	LoreDialogueNew	CliffFoodSkooma	0	Skooma is an illegal narcotic substance made from refined moon sugar. Criminals use it as a kind of currency. 	
FormID: 01005E16	LoreDialogueNew	CliffFoodSkooma	1	They say it makes you fast and strong, but clumsy and stupid. Of course, I want nothing to do with it.	
FormID: 01005E17	LoreDialogueNew	CliffFoodWine	0	The most common wine you'll find is cheap wine. This type of wine is brewed by the amateurs, actually. But at least it's cheap.	
FormID: 01005E17	LoreDialogueNew	CliffFoodWine	1	Cheap wine will restore your lost fatigue when drank. 	
FormID: 01005E17	LoreDialogueNew	CliffFoodWine	2	Then you have the wine made by either the Surilie Brothers or by Tamika's vineyards found outside Skingrad.	
FormID: 01005E17	LoreDialogueNew	CliffFoodWine	3	They are the two main wine brewers of Cyrodiil and their wine vary in quality. The older the wine, the better it is.	
FormID: 01005E17	LoreDialogueNew	CliffFoodWine	4	It is said that their wines can restore lost health when drank.	
FormID: 01005E18	LoreDialogueNew	CliffFoodAle	0	Ale, beer and mead are drinks commonly found in most homes and taverns. They are cheap and strong in alcohol.	
FormID: 01005E18	LoreDialogueNew	CliffFoodAle	1	Most people who drink those are looking to restore lost stamina after a long day of work.	
FormID: 01005E19	LoreDialogueNew	CliffFood	0	We've got local fare. It's filling, and priced to move. We've got the local brews, ale, beer and mead.	
FormID: 01005E19	LoreDialogueNew	CliffFood	1	I've got the good stuff, too, behind the counter -- Cyrodiilic brandy and top quality wines -- but it ain't cheap. 	
FormID: 01005E19	LoreDialogueNew	CliffFood	2	We don't carry skooma, and we don't like it used here. 	
FormID: 01005E1B	LoreDialogueNew	CliffNecromancy	0	Before the decision of Arch-Mage Traven to outlaw necromancy, in the Empire it was possible for mages to purchase corpses and souls for research.	
FormID: 01005E1B	LoreDialogueNew	CliffNecromancy	1	Body and spirit were protected property; they could not be used without permission of the owner and public display of the living dead was prohibited.	
FormID: 01005E1B	LoreDialogueNew	CliffNecromancy	2	In some remote locations, necromancers were free to pursue their studies without legal interference.	
FormID: 01005E1B	LoreDialogueNew	CliffNecromancy	3	Now all of this changed with the ban of necromancy. Necromancers will be persecuted and judged by the Council of Mages if arrested.	
FormID: 01005E1B	LoreDialogueNew	CliffNecromancy	4	To purchase a corpse, a mage will need to pass an audience with the Council of Mages and justify why he needs such a corpse.	
FormID: 01005E1C	LoreDialogueNew	CliffNecromancy	0	In the Empire, body and spirit are protected as property, and may not be used without permission of the owner.	
FormID: 01005E1C	LoreDialogueNew	CliffNecromancy	1	and public display of the living dead is widely prohibited. But it has been recently decided that necromancy is an illegal practice.	
FormID: 01005E1C	LoreDialogueNew	CliffNecromancy	2	Arch-Mage Traven was the one responsible for this decision.	
FormID: 01005E1D	LoreDialogueNew	CliffNecromancy	0	In the Empire, mages may legally purchase corpses and souls for philosophical research, and may do with them as they wish in private.	
FormID: 01005E1D	LoreDialogueNew	CliffNecromancy	1	As long as they have permission from the Council of Mages, that is.	
FormID: 01005E1E	LoreDialogueNew	CliffNecromancy	0	In the Empire, necromancers and vampires are widely confused in the public mind and persecuted.	
FormID: 01005E1E	LoreDialogueNew	CliffNecromancy	1	But in remote locations, necromancers are usually free to pursue their studies without legal interference.

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